reformatting first cave access requirements

in prevision of entrance rando, and also to remove redundancies
This commit is contained in:
HapaxL 2021-03-02 11:10:55 +01:00
parent 0a12d846c5
commit 65cd5a1d8b

View file

@ -28,15 +28,22 @@ function firstCave:new(worldGraph)
}
self.requirements = function(self, items)
if self.world:StartPoint() then
return true
elseif self.world:Arthur() or self.world:Camp() then
return _has(items, "flight") and _has(items, "weaponSN") and self.world.regions.mimigaVillage:canAccess(items)
end
return _has(items, "flight") and _has(items, "weaponSN") and self.world.regions.mimigaVillage:canAccess(items)
end
self.locations.gunsmith.requirements = function(self, items)
return _has(items, "flight") and _has(items, "polarStar") and _has(items, "eventCore") and self.region.world.regions.mimigaVillage:canAccess(items)
return _has(items, "polarStar") and _has(items, "eventCore")
end
-- individual location access requirement overrides
self.locations.firstCapsule.canAccess = function(self, items)
if self.region.world:StartPoint() then return true end
return Location.canAccess(self, items)
end
self.locations.gunsmithChest.canAccess = function(self, items)
if self.region.world:StartPoint() then return true end
return Location.canAccess(self, items)
end
end